Fix warnings generated by gcc 4.6.0 about variables set but not
[sgt/puzzles] / magnets.c
CommitLineData
72c00e19 1/*
2 * magnets.c: implementation of janko.at 'magnets puzzle' game.
3 *
4 * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm
5 *
6 * Puzzle definition is just the size, and then the list of + (across then
7 * down) and - (across then down) present, then domino edges.
8 *
9 * An example:
10 *
11 * + 2 0 1
12 * +-----+
13 * 1|+ -| |1
14 * |-+-+ |
15 * 0|-|#| |1
16 * | +-+-|
17 * 2|+|- +|1
18 * +-----+
19 * 1 2 0 -
20 *
21 * 3x3:201,102,120,111,LRTT*BBLR
22 *
23 * 'Zotmeister' examples:
24 * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR
25 * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB**
26 *
27 * Janko 6x6 with solution:
28 * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB
29 *
30 * janko 8x8:
31 * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB
32 */
33
34#include <stdio.h>
35#include <stdlib.h>
36#include <string.h>
37#include <assert.h>
38#include <ctype.h>
39#include <math.h>
40
41#include "puzzles.h"
42
43#ifdef STANDALONE_SOLVER
44int verbose = 0;
45#endif
46
47enum {
48 COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
49 COL_TEXT, COL_ERROR, COL_CURSOR,
50 COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT,
51 NCOLOURS
52};
53
54/* Cell states. */
55enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 };
56
57#if defined DEBUGGING || defined STANDALONE_SOLVER
58static const char *cellnames[3] = { "neutral", "positive", "negative" };
59#define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] )
60#endif
61
62#define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' )
63#define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL )
64
65#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
66
67#define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0,
68 1 --> 2,
69 2 --> 4 --> 1 */
70
71#define FLASH_TIME 0.7F
72
73/* Macro ickery copied from slant.c */
74#define DIFFLIST(A) \
75 A(EASY,Easy,e) \
76 A(TRICKY,Tricky,t)
77#define ENUM(upper,title,lower) DIFF_ ## upper,
78#define TITLE(upper,title,lower) #title,
79#define ENCODE(upper,title,lower) #lower
80#define CONFIG(upper,title,lower) ":" #title
81enum { DIFFLIST(ENUM) DIFFCOUNT };
82static char const *const magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" };
83static char const magnets_diffchars[] = DIFFLIST(ENCODE);
84#define DIFFCONFIG DIFFLIST(CONFIG)
85
86
87/* --------------------------------------------------------------- */
88/* Game parameter functions. */
89
90struct game_params {
91 int w, h, diff, stripclues;
92};
93
94#define DEFAULT_PRESET 2
95
96static const struct game_params magnets_presets[] = {
97 {6, 5, DIFF_EASY, 0},
98 {6, 5, DIFF_TRICKY, 0},
99 {6, 5, DIFF_TRICKY, 1},
100 {8, 7, DIFF_EASY, 0},
101 {8, 7, DIFF_TRICKY, 0},
102 {8, 7, DIFF_TRICKY, 1},
103 {10, 9, DIFF_TRICKY, 0},
104 {10, 9, DIFF_TRICKY, 1}
105};
106
107static game_params *default_params(void)
108{
109 game_params *ret = snew(game_params);
110
111 *ret = magnets_presets[DEFAULT_PRESET];
112
113 return ret;
114}
115
116static int game_fetch_preset(int i, char **name, game_params **params)
117{
118 game_params *ret;
119 char buf[64];
120
121 if (i < 0 || i >= lenof(magnets_presets)) return FALSE;
122
123 ret = default_params();
124 *ret = magnets_presets[i]; /* struct copy */
125 *params = ret;
126
127 sprintf(buf, "%dx%d %s%s",
128 magnets_presets[i].w, magnets_presets[i].h,
129 magnets_diffnames[magnets_presets[i].diff],
130 magnets_presets[i].stripclues ? ", strip clues" : "");
131 *name = dupstr(buf);
132
133 return TRUE;
134}
135
136static void free_params(game_params *params)
137{
138 sfree(params);
139}
140
141static game_params *dup_params(game_params *params)
142{
143 game_params *ret = snew(game_params);
144 *ret = *params; /* structure copy */
145 return ret;
146}
147
148static void decode_params(game_params *ret, char const *string)
149{
150 ret->w = ret->h = atoi(string);
151 while (*string && isdigit((unsigned char) *string)) ++string;
152 if (*string == 'x') {
153 string++;
154 ret->h = atoi(string);
155 while (*string && isdigit((unsigned char)*string)) string++;
156 }
157
158 ret->diff = DIFF_EASY;
159 if (*string == 'd') {
160 int i;
161 string++;
162 for (i = 0; i < DIFFCOUNT; i++)
163 if (*string == magnets_diffchars[i])
164 ret->diff = i;
165 if (*string) string++;
166 }
167
168 ret->stripclues = 0;
169 if (*string == 'S') {
170 string++;
171 ret->stripclues = 1;
172 }
173}
174
175static char *encode_params(game_params *params, int full)
176{
177 char buf[256];
178 sprintf(buf, "%dx%d", params->w, params->h);
179 if (full)
180 sprintf(buf + strlen(buf), "d%c%s",
181 magnets_diffchars[params->diff],
182 params->stripclues ? "S" : "");
183 return dupstr(buf);
184}
185
186static config_item *game_configure(game_params *params)
187{
188 config_item *ret;
189 char buf[64];
190
191 ret = snewn(5, config_item);
192
193 ret[0].name = "Width";
194 ret[0].type = C_STRING;
195 sprintf(buf, "%d", params->w);
196 ret[0].sval = dupstr(buf);
197 ret[0].ival = 0;
198
199 ret[1].name = "Height";
200 ret[1].type = C_STRING;
201 sprintf(buf, "%d", params->h);
202 ret[1].sval = dupstr(buf);
203 ret[1].ival = 0;
204
205 ret[2].name = "Difficulty";
206 ret[2].type = C_CHOICES;
207 ret[2].sval = DIFFCONFIG;
208 ret[2].ival = params->diff;
209
210 ret[3].name = "Strip clues";
211 ret[3].type = C_BOOLEAN;
212 ret[3].sval = NULL;
213 ret[3].ival = params->stripclues;
214
215 ret[4].name = NULL;
216 ret[4].type = C_END;
217 ret[4].sval = NULL;
218 ret[4].ival = 0;
219
220 return ret;
221}
222
223static game_params *custom_params(config_item *cfg)
224{
225 game_params *ret = snew(game_params);
226
227 ret->w = atoi(cfg[0].sval);
228 ret->h = atoi(cfg[1].sval);
229 ret->diff = cfg[2].ival;
230 ret->stripclues = cfg[3].ival;
231
232 return ret;
233}
234
235static char *validate_params(game_params *params, int full)
236{
237 if (params->w < 2) return "Width must be at least one";
238 if (params->h < 2) return "Height must be at least one";
239 if (params->diff < 0 || params->diff >= DIFFCOUNT)
240 return "Unknown difficulty level";
241
242 return NULL;
243}
244
245/* --------------------------------------------------------------- */
246/* Game state allocation, deallocation. */
247
248struct game_common {
249 int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */
250 int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */
251 int *colcount; /* size 3*w, ditto */
252 int refcount;
253};
254
255#define GS_ERROR 1
256#define GS_SET 2
257#define GS_NOTPOSITIVE 4
258#define GS_NOTNEGATIVE 8
259#define GS_NOTNEUTRAL 16
260#define GS_MARK 32
261
262#define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL)
263
264#define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \
265 (w) == POSITIVE ? GS_NOTPOSITIVE : \
266 (w) == NEGATIVE ? GS_NOTNEGATIVE : \
267 0 )
268
269#define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w)))
270
271struct game_state {
272 int w, h, wh;
273 int *grid; /* size w*h, for cell state (pos/neg) */
274 unsigned int *flags; /* size w*h */
275 int solved, completed, numbered;
276
277 struct game_common *common; /* domino layout never changes. */
278};
279
280static void clear_state(game_state *ret)
281{
282 int i;
283
284 ret->solved = ret->completed = ret->numbered = 0;
285
286 memset(ret->common->rowcount, 0, ret->h*3*sizeof(int));
287 memset(ret->common->colcount, 0, ret->w*3*sizeof(int));
288
289 for (i = 0; i < ret->wh; i++) {
290 ret->grid[i] = EMPTY;
291 ret->flags[i] = 0;
292 ret->common->dominoes[i] = i;
293 }
294}
295
296static game_state *new_state(int w, int h)
297{
298 game_state *ret = snew(game_state);
299
300 memset(ret, 0, sizeof(game_state));
301 ret->w = w;
302 ret->h = h;
303 ret->wh = w*h;
304
305 ret->grid = snewn(ret->wh, int);
306 ret->flags = snewn(ret->wh, unsigned int);
307
308 ret->common = snew(struct game_common);
309 ret->common->refcount = 1;
310
311 ret->common->dominoes = snewn(ret->wh, int);
312 ret->common->rowcount = snewn(ret->h*3, int);
313 ret->common->colcount = snewn(ret->w*3, int);
314
315 clear_state(ret);
316
317 return ret;
318}
319
320static game_state *dup_game(game_state *src)
321{
322 game_state *dest = snew(game_state);
323
324 dest->w = src->w;
325 dest->h = src->h;
326 dest->wh = src->wh;
327
328 dest->solved = src->solved;
329 dest->completed = src->completed;
330 dest->numbered = src->numbered;
331
332 dest->common = src->common;
333 dest->common->refcount++;
334
335 dest->grid = snewn(dest->wh, int);
336 memcpy(dest->grid, src->grid, dest->wh*sizeof(int));
337
338 dest->flags = snewn(dest->wh, unsigned int);
339 memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int));
340
341 return dest;
342}
343
344static void free_game(game_state *state)
345{
346 state->common->refcount--;
347 if (state->common->refcount == 0) {
348 sfree(state->common->dominoes);
349 sfree(state->common->rowcount);
350 sfree(state->common->colcount);
351 sfree(state->common);
352 }
353 sfree(state->flags);
354 sfree(state->grid);
355 sfree(state);
356}
357
358/* --------------------------------------------------------------- */
359/* Game generation and reading. */
360
361/* For a game of size w*h the game description is:
362 * w-sized string of column + numbers (L-R), or '.' for none
363 * semicolon
364 * h-sized string of row + numbers (T-B), or '.'
365 * semicolon
366 * w-sized string of column - numbers (L-R), or '.'
367 * semicolon
368 * h-sized string of row - numbers (T-B), or '.'
369 * semicolon
370 * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations,
371 * or '*' for a black singleton square.
372 *
373 * for a total length of 2w + 2h + wh + 4.
374 */
375
376static char n2c(int num) { /* XXX cloned from singles.c */
377 if (num == -1)
378 return '.';
379 if (num < 10)
380 return '0' + num;
381 else if (num < 10+26)
382 return 'a' + num - 10;
383 else
384 return 'A' + num - 10 - 26;
385 return '?';
386}
387
388static int c2n(char c) { /* XXX cloned from singles.c */
4d6d1277 389 if (isdigit((unsigned char)c))
72c00e19 390 return (int)(c - '0');
391 else if (c >= 'a' && c <= 'z')
392 return (int)(c - 'a' + 10);
393 else if (c >= 'A' && c <= 'Z')
394 return (int)(c - 'A' + 10 + 26);
395 return -1;
396}
397
398static char *readrow(char *desc, int n, int *array, int off, const char **prob)
399{
400 int i, num;
401 char c;
402
403 for (i = 0; i < n; i++) {
404 c = *desc++;
405 if (c == 0) goto badchar;
406 if (c == '.')
407 num = -1;
408 else {
409 num = c2n(c);
410 if (num < 0) goto badchar;
411 }
412 array[i*3+off] = num;
413 }
414 c = *desc++;
415 if (c != ',') goto badchar;
416 return desc;
417
418badchar:
419 *prob = (c == 0) ?
420 "Game description too short" :
421 "Game description contained unexpected characters";
422 return NULL;
423}
424
425static game_state *new_game_int(game_params *params, char *desc, const char **prob)
426{
427 game_state *state = new_state(params->w, params->h);
428 int x, y, idx, *count;
429 char c;
430
431 *prob = NULL;
432
433 /* top row, left-to-right */
434 desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob);
435 if (*prob) goto done;
436
437 /* left column, top-to-bottom */
438 desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob);
439 if (*prob) goto done;
440
441 /* bottom row, left-to-right */
442 desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob);
443 if (*prob) goto done;
444
445 /* right column, top-to-bottom */
446 desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob);
447 if (*prob) goto done;
448
449 /* Add neutral counts (== size - pos - neg) to columns and rows.
450 * Any singleton cells will just be treated as permanently neutral. */
451 count = state->common->colcount;
452 for (x = 0; x < state->w; x++) {
453 if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0)
454 count[x*3+NEUTRAL] = -1;
455 else {
456 count[x*3+NEUTRAL] =
457 state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE];
458 if (count[x*3+NEUTRAL] < 0) {
459 *prob = "Column counts inconsistent";
460 goto done;
461 }
462 }
463 }
464 count = state->common->rowcount;
465 for (y = 0; y < state->h; y++) {
466 if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0)
467 count[y*3+NEUTRAL] = -1;
468 else {
469 count[y*3+NEUTRAL] =
470 state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE];
471 if (count[y*3+NEUTRAL] < 0) {
472 *prob = "Row counts inconsistent";
473 goto done;
474 }
475 }
476 }
477
478
479 for (y = 0; y < state->h; y++) {
480 for (x = 0; x < state->w; x++) {
481 idx = y*state->w + x;
482nextchar:
483 c = *desc++;
484
485 if (c == 'L') /* this square is LHS of a domino */
486 state->common->dominoes[idx] = idx+1;
487 else if (c == 'R') /* ... RHS of a domino */
488 state->common->dominoes[idx] = idx-1;
489 else if (c == 'T') /* ... top of a domino */
490 state->common->dominoes[idx] = idx+state->w;
491 else if (c == 'B') /* ... bottom of a domino */
492 state->common->dominoes[idx] = idx-state->w;
493 else if (c == '*') /* singleton */
494 state->common->dominoes[idx] = idx;
495 else if (c == ',') /* spacer, ignore */
496 goto nextchar;
497 else goto badchar;
498 }
499 }
500
501 /* Check dominoes as input are sensibly consistent
502 * (i.e. each end points to the other) */
503 for (idx = 0; idx < state->wh; idx++) {
504 if (state->common->dominoes[idx] < 0 ||
505 state->common->dominoes[idx] > state->wh ||
506 state->common->dominoes[state->common->dominoes[idx]] != idx) {
507 *prob = "Domino descriptions inconsistent";
508 goto done;
509 }
510 if (state->common->dominoes[idx] == idx) {
511 state->grid[idx] = NEUTRAL;
512 state->flags[idx] |= GS_SET;
513 }
514 }
515 /* Success. */
516 state->numbered = 1;
517 goto done;
518
519badchar:
520 *prob = (c == 0) ?
521 "Game description too short" :
522 "Game description contained unexpected characters";
523
524done:
525 if (*prob) {
526 free_game(state);
527 return NULL;
528 }
529 return state;
530}
531
532static char *validate_desc(game_params *params, char *desc)
533{
534 const char *prob;
535 game_state *st = new_game_int(params, desc, &prob);
536 if (!st) return (char*)prob;
537 free_game(st);
538 return NULL;
539}
540
541static game_state *new_game(midend *me, game_params *params, char *desc)
542{
543 const char *prob;
544 game_state *st = new_game_int(params, desc, &prob);
545 assert(st);
546 return st;
547}
548
549static char *generate_desc(game_state *new)
550{
551 int x, y, idx, other, w = new->w, h = new->h;
552 char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc;
553
554 for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]);
555 *p++ = ',';
556 for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]);
557 *p++ = ',';
558
559 for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]);
560 *p++ = ',';
561 for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]);
562 *p++ = ',';
563
564 for (y = 0; y < h; y++) {
565 for (x = 0; x < w; x++) {
566 idx = y*w + x;
567 other = new->common->dominoes[idx];
568
569 if (other == idx) *p++ = '*';
570 else if (other == idx+1) *p++ = 'L';
571 else if (other == idx-1) *p++ = 'R';
572 else if (other == idx+w) *p++ = 'T';
573 else if (other == idx-w) *p++ = 'B';
574 else assert(!"mad domino orientation");
575 }
576 }
577 *p = '\0';
578
579 return desc;
580}
581
582static void game_text_hborder(game_state *state, char **p_r)
583{
584 char *p = *p_r;
585 int x;
586
587 *p++ = ' ';
588 *p++ = '+';
589 for (x = 0; x < state->w*2-1; x++) *p++ = '-';
590 *p++ = '+';
591 *p++ = '\n';
592
593 *p_r = p;
594}
595
596static int game_can_format_as_text_now(game_params *params)
597{
598 return TRUE;
599}
600
601static char *game_text_format(game_state *state)
602{
603 int len, x, y, i;
604 char *ret, *p;
605
606 len = ((state->w*2)+4) * ((state->h*2)+4) + 2;
607 p = ret = snewn(len, char);
608
609 /* top row: '+' then column totals for plus. */
610 *p++ = '+';
611 for (x = 0; x < state->w; x++) {
612 *p++ = ' ';
613 *p++ = n2c(state->common->colcount[x*3+POSITIVE]);
614 }
615 *p++ = '\n';
616
617 /* top border. */
618 game_text_hborder(state, &p);
619
620 for (y = 0; y < state->h; y++) {
621 *p++ = n2c(state->common->rowcount[y*3+POSITIVE]);
622 *p++ = '|';
623 for (x = 0; x < state->w; x++) {
624 i = y*state->w+x;
625 *p++ = state->common->dominoes[i] == i ? '#' :
626 state->grid[i] == POSITIVE ? '+' :
627 state->grid[i] == NEGATIVE ? '-' :
628 state->flags[i] & GS_SET ? '*' : ' ';
629 if (x < (state->w-1))
630 *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|';
631 }
632 *p++ = '|';
633 *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]);
634 *p++ = '\n';
635
636 if (y < (state->h-1)) {
637 *p++ = ' ';
638 *p++ = '|';
639 for (x = 0; x < state->w; x++) {
640 i = y*state->w+x;
641 *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-';
642 if (x < (state->w-1))
643 *p++ = '+';
644 }
645 *p++ = '|';
646 *p++ = '\n';
647 }
648 }
649
650 /* bottom border. */
651 game_text_hborder(state, &p);
652
653 /* bottom row: column totals for minus then '-'. */
654 *p++ = ' ';
655 for (x = 0; x < state->w; x++) {
656 *p++ = ' ';
657 *p++ = n2c(state->common->colcount[x*3+NEGATIVE]);
658 }
659 *p++ = ' ';
660 *p++ = '-';
661 *p++ = '\n';
662 *p++ = '\0';
663
664 return ret;
665}
666
667static void game_debug(game_state *state, const char *desc)
668{
669 char *fmt = game_text_format(state);
670 debug(("%s:\n%s\n", desc, fmt));
671 sfree(fmt);
672}
673
674enum { ROW, COLUMN };
675
676typedef struct rowcol {
677 int i, di, n, roworcol, num;
678 int *targets;
679 const char *name;
680} rowcol;
681
682static rowcol mkrowcol(game_state *state, int num, int roworcol)
683{
684 rowcol rc;
685
686 rc.roworcol = roworcol;
687 rc.num = num;
688
689 if (roworcol == ROW) {
690 rc.i = num * state->w;
691 rc.di = 1;
692 rc.n = state->w;
693 rc.targets = &(state->common->rowcount[num*3]);
694 rc.name = "row";
695 } else if (roworcol == COLUMN) {
696 rc.i = num;
697 rc.di = state->w;
698 rc.n = state->h;
699 rc.targets = &(state->common->colcount[num*3]);
700 rc.name = "column";
701 } else {
702 assert(!"unknown roworcol");
703 }
704 return rc;
705}
706
707static int count_rowcol(game_state *state, int num, int roworcol, int which)
708{
709 int i, count = 0;
710 rowcol rc = mkrowcol(state, num, roworcol);
711
712 for (i = 0; i < rc.n; i++, rc.i += rc.di) {
713 if (which < 0) {
714 if (state->grid[rc.i] == EMPTY &&
715 !(state->flags[rc.i] & GS_SET))
716 count++;
717 } else if (state->grid[rc.i] == which)
718 count++;
719 }
720 return count;
721}
722
723static void check_rowcol(game_state *state, int num, int roworcol, int which,
724 int *wrong, int *incomplete)
725{
726 int count, target = mkrowcol(state, num, roworcol).targets[which];
727
728 if (target == -1) return; /* no number to check against. */
729
730 count = count_rowcol(state, num, roworcol, which);
731 if (count < target) *incomplete = 1;
732 if (count > target) *wrong = 1;
733}
734
735static int check_completion(game_state *state)
736{
737 int i, j, x, y, idx, w = state->w, h = state->h;
738 int which = POSITIVE, wrong = 0, incomplete = 0;
739
740 /* Check row and column counts for magnets. */
741 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
742 for (i = 0; i < w; i++)
743 check_rowcol(state, i, COLUMN, which, &wrong, &incomplete);
744
745 for (i = 0; i < h; i++)
746 check_rowcol(state, i, ROW, which, &wrong, &incomplete);
747 }
748 /* Check each domino has been filled, and that we don't have
749 * touching identical terminals. */
750 for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR;
751 for (x = 0; x < w; x++) {
752 for (y = 0; y < h; y++) {
753 idx = y*w + x;
754 if (state->common->dominoes[idx] == idx)
755 continue; /* no domino here */
756
757 if (!(state->flags[idx] & GS_SET))
758 incomplete = 1;
759
760 which = state->grid[idx];
761 if (which != NEUTRAL) {
762#define CHECK(xx,yy) do { \
763 if (INGRID(state,xx,yy) && \
764 (state->grid[(yy)*w+(xx)] == which)) { \
765 wrong = 1; \
766 state->flags[(yy)*w+(xx)] |= GS_ERROR; \
767 state->flags[y*w+x] |= GS_ERROR; \
768 } \
769} while(0)
770 CHECK(x,y-1);
771 CHECK(x,y+1);
772 CHECK(x-1,y);
773 CHECK(x+1,y);
774#undef CHECK
775 }
776 }
777 }
778 return wrong ? -1 : incomplete ? 0 : 1;
779}
780
781static const int dx[4] = {-1, 1, 0, 0};
782static const int dy[4] = {0, 0, -1, 1};
783
784static void solve_clearflags(game_state *state)
785{
786 int i;
787
788 for (i = 0; i < state->wh; i++) {
789 state->flags[i] &= ~GS_NOTMASK;
790 if (state->common->dominoes[i] != i)
791 state->flags[i] &= ~GS_SET;
792 }
793}
794
795/* Knowing a given cell cannot be a certain colour also tells us
796 * something about the other cell in that domino. */
797static int solve_unflag(game_state *state, int i, int which,
798 const char *why, rowcol *rc)
799{
800 int ii, ret = 0;
801#if defined DEBUGGING || defined STANDALONE_SOLVER
802 int w = state->w;
803#endif
804
805 assert(i >= 0 && i < state->wh);
806 ii = state->common->dominoes[i];
807 if (ii == i) return 0;
808
809 if (rc)
810 debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
811
812 if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) {
813 debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).",
814 i%w, i/w, NAME(which), why));
815 return -1;
816 }
817 if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) {
818 debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).",
819 ii%w, ii/w, NAME(OPPOSITE(which)), why));
820 return -1;
821 }
822 if (POSSIBLE(i, which)) {
823 state->flags[i] |= NOTFLAG(which);
824 ret++;
825 debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)",
826 i%w, i/w, NAME(which), why));
827 }
828 if (POSSIBLE(ii, OPPOSITE(which))) {
829 state->flags[ii] |= NOTFLAG(OPPOSITE(which));
830 ret++;
831 debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)",
832 ii%w, ii/w, NAME(OPPOSITE(which)), why));
833 }
834#ifdef STANDALONE_SOLVER
835 if (verbose && ret) {
836 printf("(%d,%d)", i%w, i/w);
837 if (rc) printf(" in %s %d", rc->name, rc->num);
838 printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n",
839 NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
840 }
841#endif
842 return ret;
843}
844
845static int solve_unflag_surrounds(game_state *state, int i, int which)
846{
847 int x = i%state->w, y = i/state->w, xx, yy, j, ii;
848
849 assert(INGRID(state, x, y));
850
851 for (j = 0; j < 4; j++) {
852 xx = x+dx[j]; yy = y+dy[j];
853 if (!INGRID(state, xx, yy)) continue;
854
855 ii = yy*state->w+xx;
856 if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0)
857 return -1;
858 }
859 return 0;
860}
861
862/* Sets a cell to a particular colour, and also perform other
863 * housekeeping around that. */
864static int solve_set(game_state *state, int i, int which,
865 const char *why, rowcol *rc)
866{
867 int ii;
868#if defined DEBUGGING || defined STANDALONE_SOLVER
869 int w = state->w;
870#endif
871
872 ii = state->common->dominoes[i];
873
874 if (state->flags[i] & GS_SET) {
875 if (state->grid[i] == which) {
876 return 0; /* was already set and held, do nothing. */
877 } else {
878 debug(("solve_set: (%d,%d) is held and %s, cannot set to %s",
879 i%w, i/w, NAME(state->grid[i]), NAME(which)));
880 return -1;
881 }
882 }
883 if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) {
884 debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s",
885 ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which))));
886 return -1;
887 }
888 if (!POSSIBLE(i, which)) {
889 debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which)));
890 return -1;
891 }
892 if (!POSSIBLE(ii, OPPOSITE(which))) {
893 debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).",
894 ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w));
895 return -1;
896 }
897
898#ifdef STANDALONE_SOLVER
899 if (verbose) {
900 printf("(%d,%d)", i%w, i/w);
901 if (rc) printf(" in %s %d", rc->name, rc->num);
902 printf(" set to %s (%s), opposite (%d,%d) set to %s.\n",
903 NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
904 }
905#endif
906 if (rc)
907 debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
908 debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:",
909 i%w, i/w, NAME(which), why));
910
911 if (which != NEUTRAL) {
912 if (solve_unflag_surrounds(state, i, which) < 0)
913 return -1;
914 if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0)
915 return -1;
916 }
917
918 state->grid[i] = which;
919 state->grid[ii] = OPPOSITE(which);
920
921 state->flags[i] |= GS_SET;
922 state->flags[ii] |= GS_SET;
923
924 debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why));
925
926 return 1;
927}
928
929/* counts should be int[4]. */
930static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset)
931{
932 int i, j, which;
933
934 assert(counts);
935 for (i = 0; i < 4; i++) {
936 counts[i] = 0;
937 if (unset) unset[i] = 0;
938 }
939
940 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
941 if (state->flags[i] & GS_SET) {
942 assert(state->grid[i] < 3);
943 counts[state->grid[i]]++;
944 } else if (unset) {
945 for (which = 0; which <= 2; which++) {
946 if (POSSIBLE(i, which))
947 unset[which]++;
948 }
949 }
950 }
951}
952
953static int solve_checkfull(game_state *state, rowcol rc, int *counts)
954{
955 int starti = rc.i, j, which, didsth = 0, target;
956 int unset[4];
957
958 assert(state->numbered); /* only useful (should only be called) if numbered. */
959
960 solve_counts(state, rc, counts, unset);
961
962 for (which = 0; which <= 2; which++) {
963 target = rc.targets[which];
964 if (target == -1) continue;
965
966 /*debug(("%s %d for %s: target %d, count %d, unset %d",
967 rc.name, rc.num, NAME(which),
968 target, counts[which], unset[which]));*/
969
970 if (target < counts[which]) {
971 debug(("%s %d has too many (%d) %s squares (target %d), impossible!",
972 rc.name, rc.num, counts[which], NAME(which), target));
973 return -1;
974 }
975 if (target == counts[which]) {
976 /* We have the correct no. of the colour in this row/column
977 * already; unflag all the rest. */
978 for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
979 if (state->flags[rc.i] & GS_SET) continue;
980 if (!POSSIBLE(rc.i, which)) continue;
981
982 if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0)
983 return -1;
984 didsth = 1;
985 }
986 } else if ((target - counts[which]) == unset[which]) {
987 /* We need all the remaining unset squares for this colour;
988 * set them all. */
989 for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
990 if (state->flags[rc.i] & GS_SET) continue;
991 if (!POSSIBLE(rc.i, which)) continue;
992
993 if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0)
994 return -1;
995 didsth = 1;
996 }
997 }
998 }
999 return didsth;
1000}
1001
1002static int solve_startflags(game_state *state)
1003{
1004 int x, y, i;
1005
1006 for (x = 0; x < state->w; x++) {
1007 for (y = 0; y < state->h; y++) {
1008 i = y*state->w+x;
1009 if (state->common->dominoes[i] == i) continue;
1010 if (state->grid[i] != NEUTRAL ||
1011 state->flags[i] & GS_SET) {
1012 if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0)
1013 return -1;
1014 }
1015 }
1016 }
1017 return 0;
1018}
1019
1020typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts);
1021
1022static int solve_rowcols(game_state *state, rowcolfn fn)
1023{
1024 int x, y, didsth = 0, ret;
1025 rowcol rc;
1026 int counts[4];
1027
1028 for (x = 0; x < state->w; x++) {
1029 rc = mkrowcol(state, x, COLUMN);
1030 solve_counts(state, rc, counts, NULL);
1031
1032 ret = fn(state, rc, counts);
1033 if (ret < 0) return ret;
1034 didsth += ret;
1035 }
1036 for (y = 0; y < state->h; y++) {
1037 rc = mkrowcol(state, y, ROW);
1038 solve_counts(state, rc, counts, NULL);
1039
1040 ret = fn(state, rc, counts);
1041 if (ret < 0) return ret;
1042 didsth += ret;
1043 }
1044 return didsth;
1045}
1046
1047static int solve_force(game_state *state)
1048{
72c15821 1049 int i, which, didsth = 0;
72c00e19 1050 unsigned long f;
1051
1052 for (i = 0; i < state->wh; i++) {
1053 if (state->flags[i] & GS_SET) continue;
1054 if (state->common->dominoes[i] == i) continue;
1055
1056 f = state->flags[i] & GS_NOTMASK;
1057 which = -1;
1058 if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE))
1059 which = NEUTRAL;
1060 if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL))
1061 which = NEGATIVE;
1062 if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL))
1063 which = POSITIVE;
1064 if (which != -1) {
72c00e19 1065 if (solve_set(state, i, which, "forced by flags", NULL) < 0)
1066 return -1;
1067 didsth = 1;
1068 }
1069 }
1070 return didsth;
1071}
1072
1073static int solve_neither(game_state *state)
1074{
72c15821 1075 int i, j, didsth = 0;
72c00e19 1076
1077 for (i = 0; i < state->wh; i++) {
1078 if (state->flags[i] & GS_SET) continue;
1079 j = state->common->dominoes[i];
1080 if (i == j) continue;
1081
1082 if (((state->flags[i] & GS_NOTPOSITIVE) &&
1083 (state->flags[j] & GS_NOTPOSITIVE)) ||
1084 ((state->flags[i] & GS_NOTNEGATIVE) &&
1085 (state->flags[j] & GS_NOTNEGATIVE))) {
72c00e19 1086 if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0)
1087 return -1;
1088 didsth = 1;
1089 }
1090 }
1091 return didsth;
1092}
1093
1094static int solve_advancedfull(game_state *state, rowcol rc, int *counts)
1095{
1096 int i, j, nfound = 0, clearpos = 0, clearneg = 0, ret = 0;
1097
1098 /* For this row/col, look for a domino entirely within the row where
1099 * both ends can only be + or - (but isn't held).
1100 * The +/- counts can thus be decremented by 1 each, and the 'unset'
1101 * count by 2.
1102 *
1103 * Once that's done for all such dominoes (and they're marked), try
1104 * and made usual deductions about rest of the row based on new totals. */
1105
1106 if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1)
1107 return 0; /* don't have a target for either colour, nothing to do. */
1108 if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) &&
1109 (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]))
1110 return 0; /* both colours are full up already, nothing to do. */
1111
1112 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++)
1113 state->flags[i] &= ~GS_MARK;
1114
1115 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1116 if (state->flags[i] & GS_SET) continue;
1117
1118 /* We're looking for a domino in our row/col, thus if
1119 * dominoes[i] -> i+di we've found one. */
1120 if (state->common->dominoes[i] != i+rc.di) continue;
1121
1122 /* We need both squares of this domino to be either + or -
1123 * (i.e. both NOTNEUTRAL only). */
1124 if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) ||
1125 ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL))
1126 continue;
1127
1128 debug(("Domino in %s %d at (%d,%d) must be polarised.",
1129 rc.name, rc.num, i%state->w, i/state->w));
1130 state->flags[i] |= GS_MARK;
1131 state->flags[i+rc.di] |= GS_MARK;
1132 nfound++;
1133 }
1134 if (nfound == 0) return 0;
1135
1136 /* nfound is #dominoes we matched, which will all be marked. */
1137 counts[POSITIVE] += nfound;
1138 counts[NEGATIVE] += nfound;
1139
1140 if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) {
1141 debug(("%s %d has now filled POSITIVE:", rc.name, rc.num));
1142 clearpos = 1;
1143 }
1144 if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) {
1145 debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num));
1146 clearneg = 1;
1147 }
1148
1149 if (!clearpos && !clearneg) return 0;
1150
1151 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1152 if (state->flags[i] & GS_SET) continue;
1153 if (state->flags[i] & GS_MARK) continue;
1154
1155 if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) {
1156 if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0)
1157 return -1;
1158 ret++;
1159 }
1160 if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) {
1161 if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0)
1162 return -1;
1163 ret++;
1164 }
1165 }
1166
1167 return ret;
1168}
1169
1170/* If we only have one neutral still to place on a row/column then no
1171 dominoes entirely in that row/column can be neutral. */
1172static int solve_nonneutral(game_state *state, rowcol rc, int *counts)
1173{
1174 int i, j, ret = 0;
1175
1176 if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1)
1177 return 0;
1178
1179 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1180 if (state->flags[i] & GS_SET) continue;
1181 if (state->common->dominoes[i] != i+rc.di) continue;
1182
1183 if (!(state->flags[i] & GS_NOTNEUTRAL)) {
1184 if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0)
1185 return -1;
1186 ret++;
1187 }
1188 }
1189 return ret;
1190}
1191
1192/* If we need to fill all unfilled cells with +-, and we need 1 more of
1193 * one than the other, and we have a single odd-numbered region of unfilled
1194 * cells, that odd-numbered region must start and end with the extra number. */
1195static int solve_oddlength(game_state *state, rowcol rc, int *counts)
1196{
1197 int i, j, ret = 0, extra, tpos, tneg;
1198 int start = -1, length = 0, inempty = 0, startodd = -1;
1199
1200 /* need zero neutral cells still to find... */
1201 if (rc.targets[NEUTRAL] != counts[NEUTRAL])
1202 return 0;
1203
1204 /* ...and #positive and #negative to differ by one. */
1205 tpos = rc.targets[POSITIVE] - counts[POSITIVE];
1206 tneg = rc.targets[NEGATIVE] - counts[NEGATIVE];
1207 if (tpos == tneg+1)
1208 extra = POSITIVE;
1209 else if (tneg == tpos+1)
1210 extra = NEGATIVE;
1211 else return 0;
1212
1213 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1214 if (state->flags[i] & GS_SET) {
1215 if (inempty) {
1216 if (length % 2) {
1217 /* we've just finished an odd-length section. */
1218 if (startodd != -1) goto twoodd;
1219 startodd = start;
1220 }
1221 inempty = 0;
1222 }
1223 } else {
1224 if (inempty)
1225 length++;
1226 else {
1227 start = i;
1228 length = 1;
1229 inempty = 1;
1230 }
1231 }
1232 }
1233 if (inempty && (length % 2)) {
1234 if (startodd != -1) goto twoodd;
1235 startodd = start;
1236 }
1237 if (startodd != -1)
1238 ret = solve_set(state, startodd, extra, "odd-length section start", &rc);
1239
1240 return ret;
1241
1242twoodd:
1243 debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.",
1244 rc.name, rc.num,
1245 startodd%state->w, startodd/state->w,
1246 start%state->w, start/state->w));
1247 return 0;
1248}
1249
1250/* Count the number of remaining empty dominoes in any row/col.
1251 * If that number is equal to the #remaining positive,
1252 * or to the #remaining negative, no empty cells can be neutral. */
1253static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts)
1254{
1255 int i, j, ndom = 0, nonn = 0, ret = 0;
1256
1257 if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1))
1258 return 0; /* need at least one target to compare. */
1259
1260 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1261 if (state->flags[i] & GS_SET) continue;
1262 assert(state->grid[i] == EMPTY);
1263
1264 /* Skip solo cells, or second cell in domino. */
1265 if ((state->common->dominoes[i] == i) ||
1266 (state->common->dominoes[i] == i-rc.di))
1267 continue;
1268
1269 ndom++;
1270 }
1271
1272 if ((rc.targets[POSITIVE] != -1) &&
1273 (rc.targets[POSITIVE]-counts[POSITIVE] == ndom))
1274 nonn = 1;
1275 if ((rc.targets[NEGATIVE] != -1) &&
1276 (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom))
1277 nonn = 1;
1278
1279 if (!nonn) return 0;
1280
1281 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1282 if (state->flags[i] & GS_SET) continue;
1283
1284 if (!(state->flags[i] & GS_NOTNEUTRAL)) {
1285 if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0)
1286 return -1;
1287 ret++;
1288 }
1289 }
1290 return ret;
1291}
1292
1293static int solve_domino_count(game_state *state, rowcol rc, int i, int which)
1294{
1295 int nposs = 0;
1296
1297 /* Skip solo cells or 2nd in domino. */
1298 if ((state->common->dominoes[i] == i) ||
1299 (state->common->dominoes[i] == i-rc.di))
1300 return 0;
1301
1302 if (state->flags[i] & GS_SET)
1303 return 0;
1304
1305 if (POSSIBLE(i, which))
1306 nposs++;
1307
1308 if (state->common->dominoes[i] == i+rc.di) {
1309 /* second cell of domino is on our row: test that too. */
1310 if (POSSIBLE(i+rc.di, which))
1311 nposs++;
1312 }
1313 return nposs;
1314}
1315
1316/* Count number of dominoes we could put each of + and - into. If it is equal
1317 * to the #left, any domino we can only put + or - in one cell of must have it. */
1318static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts)
1319{
1320 int which, w, i, j, ndom = 0, didsth = 0, toset;
1321
1322 for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) {
1323 if (rc.targets[which] == -1) continue;
1324
1325 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1326 if (solve_domino_count(state, rc, i, which) > 0)
1327 ndom++;
1328 }
1329
1330 if ((rc.targets[which] - counts[which]) != ndom)
1331 continue;
1332
1333 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
1334 if (solve_domino_count(state, rc, i, which) == 1) {
1335 if (POSSIBLE(i, which))
1336 toset = i;
1337 else {
1338 /* paranoia, should have been checked by solve_domino_count. */
1339 assert(state->common->dominoes[i] == i+rc.di);
1340 assert(POSSIBLE(i+rc.di, which));
1341 toset = i+rc.di;
1342 }
1343 if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0)
1344 return -1;
1345 didsth++;
1346 }
1347 }
1348 }
1349 return didsth;
1350}
1351
1352/* danger, evil macro. can't use the do { ... } while(0) trick because
1353 * the continue breaks. */
1354#define SOLVE_FOR_ROWCOLS(fn) \
1355 ret = solve_rowcols(state, fn); \
1356 if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \
1357 if (ret > 0) continue
1358
1359static int solve_state(game_state *state, int diff)
1360{
1361 int ret;
1362
1363 debug(("solve_state, difficulty %s", magnets_diffnames[diff]));
1364
1365 solve_clearflags(state);
1366 if (solve_startflags(state) < 0) return -1;
1367
1368 while (1) {
1369 ret = solve_force(state);
1370 if (ret > 0) continue;
1371 if (ret < 0) return -1;
1372
1373 ret = solve_neither(state);
1374 if (ret > 0) continue;
1375 if (ret < 0) return -1;
1376
1377 SOLVE_FOR_ROWCOLS(solve_checkfull);
1378 SOLVE_FOR_ROWCOLS(solve_oddlength);
1379
1380 if (diff < DIFF_TRICKY) break;
1381
1382 SOLVE_FOR_ROWCOLS(solve_advancedfull);
1383 SOLVE_FOR_ROWCOLS(solve_nonneutral);
1384 SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral);
1385 SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral);
1386
1387 /* more ... */
1388
1389 break;
1390 }
1391 return check_completion(state);
1392}
1393
1394
1395static char *game_state_diff(game_state *src, game_state *dst, int issolve)
1396{
1397 char *ret = NULL, buf[80], c;
1398 int retlen = 0, x, y, i, k;
1399
1400 assert(src->w == dst->w && src->h == dst->h);
1401
1402 if (issolve) {
1403 ret = sresize(ret, 3, char);
1404 ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0';
1405 retlen += 2;
1406 }
1407 for (x = 0; x < dst->w; x++) {
1408 for (y = 0; y < dst->h; y++) {
1409 i = y*dst->w+x;
1410
1411 if (src->common->dominoes[i] == i) continue;
1412
1413#define APPEND do { \
1414 ret = sresize(ret, retlen + k + 1, char); \
1415 strcpy(ret + retlen, buf); \
1416 retlen += k; \
1417} while(0)
1418
1419 if ((src->grid[i] != dst->grid[i]) ||
1420 ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) {
1421 if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET))
1422 c = ' ';
1423 else
1424 c = GRID2CHAR(dst->grid[i]);
1425 k = sprintf(buf, "%c%d,%d;", (int)c, x, y);
1426 APPEND;
1427 }
1428 }
1429 }
1430 debug(("game_state_diff returns %s", ret));
1431 return ret;
1432}
1433
1434static void solve_from_aux(game_state *state, char *aux)
1435{
1436 int i;
1437 assert(strlen(aux) == state->wh);
1438 for (i = 0; i < state->wh; i++) {
1439 state->grid[i] = CHAR2GRID(aux[i]);
1440 state->flags[i] |= GS_SET;
1441 }
1442}
1443
1444static char *solve_game(game_state *state, game_state *currstate,
1445 char *aux, char **error)
1446{
1447 game_state *solved = dup_game(currstate);
1448 char *move = NULL;
1449 int ret;
1450
1451 if (aux && strlen(aux) == state->wh) {
1452 solve_from_aux(solved, aux);
1453 goto solved;
1454 }
1455
1456 if (solve_state(solved, DIFFCOUNT) > 0) goto solved;
1457 free_game(solved);
1458
1459 solved = dup_game(state);
1460 ret = solve_state(solved, DIFFCOUNT);
1461 if (ret > 0) goto solved;
1462 free_game(solved);
1463
1464 *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle.";
1465 return NULL;
1466
1467solved:
1468 move = game_state_diff(currstate, solved, 1);
1469 free_game(solved);
1470 return move;
1471}
1472
1473static int solve_unnumbered(game_state *state)
1474{
1475 int i, ret;
1476 while (1) {
1477 ret = solve_force(state);
1478 if (ret > 0) continue;
1479 if (ret < 0) return -1;
1480
1481 ret = solve_neither(state);
1482 if (ret > 0) continue;
1483 if (ret < 0) return -1;
1484
1485 break;
1486 }
1487 for (i = 0; i < state->wh; i++) {
1488 if (!(state->flags[i] & GS_SET)) return 0;
1489 }
1490 return 1;
1491}
1492
1493static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
1494{
72c15821 1495 int n, i, ret = 0, nlaid = 0, n_initial_neutral;
72c00e19 1496
1497 for (i = 0; i < state->wh; i++) {
1498 scratch[i] = i;
1499 state->grid[i] = EMPTY;
1500 state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0;
1501 }
1502 shuffle(scratch, state->wh, sizeof(int), rs);
1503
1504 n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10);
1505
1506 for (n = 0; n < state->wh; n++) {
1507 /* Find a space ... */
1508
1509 i = scratch[n];
1510 if (state->flags[i] & GS_SET) continue; /* already laid here. */
1511
1512 /* ...and lay a domino if we can. */
1513
72c15821 1514 debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w));
72c00e19 1515
1516 /* The choice of which type of domino to lay here leads to subtle differences
1517 * in the sorts of boards that get produced. Too much bias towards magnets
1518 * leads to games that are too easy.
1519 *
1520 * Currently, it lays a small set of dominoes at random as neutral, and
1521 * then lays the rest preferring to be magnets -- however, if the
1522 * current layout is such that a magnet won't go there, then it lays
1523 * another neutral.
1524 *
1525 * The number of initially neutral dominoes is limited as grids get bigger:
1526 * too many neutral dominoes invariably ends up with insoluble puzzle at
1527 * this size, and the positioning process means it'll always end up laying
1528 * more than the initial 5 anyway.
1529 */
1530
1531 /* We should always be able to lay a neutral anywhere. */
1532 assert(!(state->flags[i] & GS_NOTNEUTRAL));
1533
1534 if (n < n_initial_neutral) {
1535 debug((" ...laying neutral\n"));
1536 ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL);
1537 } else {
1538 debug((" ... preferring magnet\n"));
1539 if (!(state->flags[i] & GS_NOTPOSITIVE))
1540 ret = solve_set(state, i, POSITIVE, "layout", NULL);
1541 else if (!(state->flags[i] & GS_NOTNEGATIVE))
1542 ret = solve_set(state, i, NEGATIVE, "layout", NULL);
1543 else
1544 ret = solve_set(state, i, NEUTRAL, "layout", NULL);
1545 }
1546 if (!ret) {
1547 debug(("Unable to lay anything at (%d,%d), giving up.", x, y));
1548 ret = -1;
1549 break;
1550 }
1551
1552 nlaid++;
1553 ret = solve_unnumbered(state);
1554 if (ret == -1)
1555 debug(("solve_unnumbered decided impossible.\n"));
1556 if (ret != 0)
1557 break;
1558 }
1559
1560 debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2));
1561 game_debug(state, "Final layout");
1562 return ret;
1563}
1564
1565static void gen_game(game_state *new, random_state *rs)
1566{
1567 int ret, x, y, val;
1568 int *scratch = snewn(new->wh, int);
1569
1570#ifdef STANDALONE_SOLVER
1571 if (verbose) printf("Generating new game...\n");
1572#endif
1573
1574 clear_state(new);
1575 sfree(new->common->dominoes); /* bit grotty. */
1576 new->common->dominoes = domino_layout(new->w, new->h, rs);
1577
1578 do {
1579 ret = lay_dominoes(new, rs, scratch);
1580 } while(ret == -1);
1581
1582 /* for each cell, update colcount/rowcount as appropriate. */
1583 memset(new->common->colcount, 0, new->w*3*sizeof(int));
1584 memset(new->common->rowcount, 0, new->h*3*sizeof(int));
1585 for (x = 0; x < new->w; x++) {
1586 for (y = 0; y < new->h; y++) {
1587 val = new->grid[y*new->w+x];
1588 new->common->colcount[x*3+val]++;
1589 new->common->rowcount[y*3+val]++;
1590 }
1591 }
1592 new->numbered = 1;
1593
1594 sfree(scratch);
1595}
1596
1597static void generate_aux(game_state *new, char *aux)
1598{
1599 int i;
1600 for (i = 0; i < new->wh; i++)
1601 aux[i] = GRID2CHAR(new->grid[i]);
1602 aux[new->wh] = '\0';
1603}
1604
1605static int check_difficulty(game_params *params, game_state *new,
1606 random_state *rs)
1607{
1608 int *scratch, *grid_correct, slen, i;
1609
1610 memset(new->grid, EMPTY, new->wh*sizeof(int));
1611
1612 if (params->diff > DIFF_EASY) {
1613 /* If this is too easy, return. */
1614 if (solve_state(new, params->diff-1) > 0) {
1615 debug(("Puzzle is too easy."));
1616 return -1;
1617 }
1618 }
1619 if (solve_state(new, params->diff) <= 0) {
1620 debug(("Puzzle is not soluble at requested difficulty."));
1621 return -1;
1622 }
1623 if (!params->stripclues) return 0;
1624
1625 /* Copy the correct grid away. */
1626 grid_correct = snewn(new->wh, int);
1627 memcpy(grid_correct, new->grid, new->wh*sizeof(int));
1628
1629 /* Create shuffled array of side-clue locations. */
1630 slen = new->w*2 + new->h*2;
1631 scratch = snewn(slen, int);
1632 for (i = 0; i < slen; i++) scratch[i] = i;
1633 shuffle(scratch, slen, sizeof(int), rs);
1634
1635 /* For each clue, check whether removing it makes the puzzle unsoluble;
1636 * put it back if so. */
1637 for (i = 0; i < slen; i++) {
1638 int num = scratch[i], which, roworcol, target, targetn, ret;
1639 rowcol rc;
1640
1641 /* work out which clue we meant. */
1642 if (num < new->w+new->h) { which = POSITIVE; }
1643 else { which = NEGATIVE; num -= new->w+new->h; }
1644
1645 if (num < new->w) { roworcol = COLUMN; }
1646 else { roworcol = ROW; num -= new->w; }
1647
1648 /* num is now the row/column index in question. */
1649 rc = mkrowcol(new, num, roworcol);
1650
1651 /* Remove clue, storing original... */
1652 target = rc.targets[which];
1653 targetn = rc.targets[NEUTRAL];
1654 rc.targets[which] = -1;
1655 rc.targets[NEUTRAL] = -1;
1656
1657 /* ...and see if we can still solve it. */
1658 game_debug(new, "removed clue, new board:");
1659 memset(new->grid, EMPTY, new->wh * sizeof(int));
1660 ret = solve_state(new, params->diff);
1661 assert(ret != -1);
1662
1663 if (ret == 0 ||
1664 memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) {
1665 /* We made it ambiguous: put clue back. */
1666 debug(("...now impossible/different, put clue back."));
1667 rc.targets[which] = target;
1668 rc.targets[NEUTRAL] = targetn;
1669 }
1670 }
1671 sfree(scratch);
1672 sfree(grid_correct);
1673
1674 return 0;
1675}
1676
1677static char *new_game_desc(game_params *params, random_state *rs,
1678 char **aux_r, int interactive)
1679{
1680 game_state *new = new_state(params->w, params->h);
1681 char *desc, *aux = snewn(new->wh+1, char);
1682
1683 do {
1684 gen_game(new, rs);
1685 generate_aux(new, aux);
1686 } while (check_difficulty(params, new, rs) < 0);
1687
1688 /* now we're complete, generate the description string
1689 * and an aux_info for the completed game. */
1690 desc = generate_desc(new);
1691
1692 free_game(new);
1693
1694 *aux_r = aux;
1695 return desc;
1696}
1697
1698struct game_ui {
1699 int cur_x, cur_y, cur_visible;
1700};
1701
1702static game_ui *new_ui(game_state *state)
1703{
1704 game_ui *ui = snew(game_ui);
1705 ui->cur_x = ui->cur_y = 0;
1706 ui->cur_visible = 0;
1707 return ui;
1708}
1709
1710static void free_ui(game_ui *ui)
1711{
1712 sfree(ui);
1713}
1714
1715static char *encode_ui(game_ui *ui)
1716{
1717 return NULL;
1718}
1719
1720static void decode_ui(game_ui *ui, char *encoding)
1721{
1722}
1723
1724static void game_changed_state(game_ui *ui, game_state *oldstate,
1725 game_state *newstate)
1726{
1727 if (!oldstate->completed && newstate->completed)
1728 ui->cur_visible = 0;
1729}
1730
1731struct game_drawstate {
1732 int tilesize, started, solved;
1733 int w, h;
1734 unsigned long *what; /* size w*h */
1735 unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */
1736};
1737
1738#define DS_WHICH_MASK 0xf
1739
1740#define DS_ERROR 0x10
1741#define DS_CURSOR 0x20
1742#define DS_SET 0x40
1743#define DS_FULL 0x80
1744#define DS_NOTPOS 0x100
1745#define DS_NOTNEG 0x200
1746#define DS_NOTNEU 0x400
1747#define DS_FLASH 0x800
1748
1749#define PREFERRED_TILE_SIZE 32
1750#define TILE_SIZE (ds->tilesize)
1751#define BORDER (TILE_SIZE / 8)
1752
1753#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
1754#define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 )
1755
1756static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1757 int x, int y, int button)
1758{
1759 int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr;
1760 char *nullret = NULL, buf[80], movech;
1761 enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action;
1762
1763 if (IS_CURSOR_MOVE(button)) {
1764 move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
1765 ui->cur_visible = 1;
1766 return "";
1767 } else if (IS_CURSOR_SELECT(button)) {
1768 if (!ui->cur_visible) {
1769 ui->cur_visible = 1;
1770 return "";
1771 }
1772 action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
1773 gx = ui->cur_x;
1774 gy = ui->cur_y;
1775 } else if (INGRID(state, gx, gy) &&
1776 (button == LEFT_BUTTON || button == RIGHT_BUTTON)) {
1777 if (ui->cur_visible) {
1778 ui->cur_visible = 0;
1779 nullret = "";
1780 }
1781 action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
1782 } else
1783 return NULL;
1784
1785 idx = gy * state->w + gx;
1786 if (state->common->dominoes[idx] == idx) return nullret;
1787 curr = state->grid[idx];
1788
1789 if (action == CYCLE_MAGNET) {
1790 /* ... empty --> positive --> negative --> empty ... */
1791
1792 if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET)
1793 return nullret; /* can't cycle a magnet from a neutral. */
1794 movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' ';
1795 } else if (action == CYCLE_NEUTRAL) {
1796 /* ... empty -> neutral -> !neutral --> empty ... */
1797
1798 if (state->grid[idx] != NEUTRAL)
1799 return nullret; /* can't cycle through neutral from a magnet. */
1800
1801 /* All of these are grid == EMPTY == NEUTRAL; it twiddles
1802 * combinations of flags. */
1803 if (state->flags[idx] & GS_SET) /* neutral */
1804 movech = '?';
1805 else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */
1806 movech = ' ';
1807 else
1808 movech = '.';
f8bc7e70 1809 } else {
72c00e19 1810 assert(!"unknown action");
f8bc7e70 1811 movech = 0; /* placate optimiser */
1812 }
72c00e19 1813
1814 sprintf(buf, "%c%d,%d", movech, gx, gy);
1815
1816 return dupstr(buf);
1817}
1818
1819static game_state *execute_move(game_state *state, char *move)
1820{
1821 game_state *ret = dup_game(state);
1822 int x, y, n, idx, idx2;
1823 char c;
1824
1825 if (!*move) goto badmove;
1826 while (*move) {
1827 c = *move++;
1828 if (c == 'S') {
1829 ret->solved = TRUE;
1830 n = 0;
1831 } else if (c == '+' || c == '-' ||
1832 c == '.' || c == ' ' || c == '?') {
1833 if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) ||
1834 !INGRID(state, x, y)) goto badmove;
1835
1836 idx = y*state->w + x;
1837 idx2 = state->common->dominoes[idx];
1838 if (idx == idx2) goto badmove;
1839
1840 ret->flags[idx] &= ~GS_NOTMASK;
1841 ret->flags[idx2] &= ~GS_NOTMASK;
1842
1843 if (c == ' ' || c == '?') {
1844 ret->grid[idx] = EMPTY;
1845 ret->grid[idx2] = EMPTY;
1846 ret->flags[idx] &= ~GS_SET;
1847 ret->flags[idx2] &= ~GS_SET;
1848 if (c == '?') {
1849 ret->flags[idx] |= GS_NOTNEUTRAL;
1850 ret->flags[idx2] |= GS_NOTNEUTRAL;
1851 }
1852 } else {
1853 ret->grid[idx] = CHAR2GRID(c);
1854 ret->grid[idx2] = OPPOSITE(CHAR2GRID(c));
1855 ret->flags[idx] |= GS_SET;
1856 ret->flags[idx2] |= GS_SET;
1857 }
1858 } else
1859 goto badmove;
1860
1861 move += n;
1862 if (*move == ';') move++;
1863 else if (*move) goto badmove;
1864 }
1865 if (check_completion(ret) == 1)
1866 ret->completed = 1;
1867
1868 return ret;
1869
1870badmove:
1871 free_game(ret);
1872 return NULL;
1873}
1874
1875/* ----------------------------------------------------------------------
1876 * Drawing routines.
1877 */
1878
1879static void game_compute_size(game_params *params, int tilesize,
1880 int *x, int *y)
1881{
1882 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1883 struct { int tilesize; } ads, *ds = &ads;
1884 ads.tilesize = tilesize;
1885
1886 *x = TILE_SIZE * (params->w+2) + 2 * BORDER;
1887 *y = TILE_SIZE * (params->h+2) + 2 * BORDER;
1888}
1889
1890static void game_set_size(drawing *dr, game_drawstate *ds,
1891 game_params *params, int tilesize)
1892{
1893 ds->tilesize = tilesize;
1894}
1895
1896static float *game_colours(frontend *fe, int *ncolours)
1897{
1898 float *ret = snewn(3 * NCOLOURS, float);
1899 int i;
1900
1901 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1902
1903 for (i = 0; i < 3; i++) {
1904 ret[COL_TEXT * 3 + i] = 0.0F;
1905 ret[COL_NEGATIVE * 3 + i] = 0.0F;
1906 ret[COL_CURSOR * 3 + i] = 0.9F;
1907 }
1908
1909 ret[COL_POSITIVE * 3 + 0] = 0.8F;
1910 ret[COL_POSITIVE * 3 + 1] = 0.0F;
1911 ret[COL_POSITIVE * 3 + 2] = 0.0F;
1912
1913 ret[COL_NEUTRAL * 3 + 0] = 0.10F;
1914 ret[COL_NEUTRAL * 3 + 1] = 0.60F;
1915 ret[COL_NEUTRAL * 3 + 2] = 0.10F;
1916
1917 ret[COL_ERROR * 3 + 0] = 1.0F;
1918 ret[COL_ERROR * 3 + 1] = 0.0F;
1919 ret[COL_ERROR * 3 + 2] = 0.0F;
1920
1921 ret[COL_NOT * 3 + 0] = 0.2F;
1922 ret[COL_NOT * 3 + 1] = 0.2F;
1923 ret[COL_NOT * 3 + 2] = 1.0F;
1924
1925 *ncolours = NCOLOURS;
1926 return ret;
1927}
1928
1929static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1930{
1931 struct game_drawstate *ds = snew(struct game_drawstate);
1932
1933 ds->tilesize = ds->started = ds->solved = 0;
1934 ds->w = state->w;
1935 ds->h = state->h;
1936
1937 ds->what = snewn(state->wh, unsigned long);
1938 memset(ds->what, 0, state->wh*sizeof(unsigned long));
1939
1940 ds->colwhat = snewn(state->w*3, unsigned long);
1941 memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long));
1942 ds->rowwhat = snewn(state->h*3, unsigned long);
1943 memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long));
1944
1945 return ds;
1946}
1947
1948static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1949{
1950 sfree(ds->colwhat);
1951 sfree(ds->rowwhat);
1952 sfree(ds->what);
1953 sfree(ds);
1954}
1955
1956static void draw_num_col(drawing *dr, game_drawstate *ds, int rowcol, int which,
1957 int idx, int colbg, int col, int num)
1958{
1959 char buf[32];
1960 int cx, cy, tsz;
1961
1962 if (num < 0) return;
1963
1964 sprintf(buf, "%d", num);
1965 tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf);
1966
1967 if (rowcol == ROW) {
1968 cx = BORDER;
1969 if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1);
1970 cy = BORDER + TILE_SIZE * (idx+1);
1971 } else {
1972 cx = BORDER + TILE_SIZE * (idx+1);
1973 cy = BORDER;
1974 if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1);
1975 }
1976
1977 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg);
1978 draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz,
1979 ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf);
1980
1981 draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
1982}
1983
1984static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which,
1985 int idx, unsigned long c, int num)
1986{
1987 draw_num_col(dr, ds, rowcol, which, idx, COL_BACKGROUND,
1988 (c & DS_ERROR) ? COL_ERROR : COL_TEXT, num);
1989}
1990
1991static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col)
1992{
1993 int cx = COORD(x), cy = COORD(y);
1994 int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2;
1995 int roff = TILE_SIZE/4, rsz = 2*roff+1;
1996 int soff = TILE_SIZE/16, ssz = 2*soff+1;
1997
1998 if (which == POSITIVE || which == NEGATIVE) {
1999 draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col);
2000 if (which == POSITIVE)
2001 draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col);
2002 } else if (col == COL_NOT) {
2003 /* not-a-neutral is a blue question mark. */
2004 char qu[2] = { '?', 0 };
2005 draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10,
2006 ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu);
2007 } else {
2008 draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col);
2009 draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col);
2010 }
2011}
2012
2013enum {
2014 TYPE_L,
2015 TYPE_R,
2016 TYPE_T,
2017 TYPE_B,
2018 TYPE_BLANK
2019};
2020
2021/* NOT responsible for redrawing background or updating. */
2022static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes,
2023 int x, int y, int which, int bg, int fg, int perc)
2024{
2025 int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK;
2026 int gutter, radius, coffset;
2027
2028 /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */
2029 gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100;
2030 radius = (perc * (TILE_SIZE / 8)) / 100;
2031 coffset = gutter + radius;
2032
2033 i = y*ds->w + x;
2034 other = dominoes[i];
2035
2036 if (other == i) return;
2037 else if (other == i+1) type = TYPE_L;
2038 else if (other == i-1) type = TYPE_R;
2039 else if (other == i+ds->w) type = TYPE_T;
2040 else if (other == i-ds->w) type = TYPE_B;
2041 else assert(!"mad domino orientation");
2042
2043 /* domino drawing shamelessly stolen from dominosa.c. */
2044 if (type == TYPE_L || type == TYPE_T)
2045 draw_circle(dr, cx+coffset, cy+coffset,
2046 radius, bg, bg);
2047 if (type == TYPE_R || type == TYPE_T)
2048 draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset,
2049 radius, bg, bg);
2050 if (type == TYPE_L || type == TYPE_B)
2051 draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset,
2052 radius, bg, bg);
2053 if (type == TYPE_R || type == TYPE_B)
2054 draw_circle(dr, cx+TILE_SIZE-1-coffset,
2055 cy+TILE_SIZE-1-coffset,
2056 radius, bg, bg);
2057
2058 for (i = 0; i < 2; i++) {
2059 int x1, y1, x2, y2;
2060
2061 x1 = cx + (i ? gutter : coffset);
2062 y1 = cy + (i ? coffset : gutter);
2063 x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset);
2064 y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter);
2065 if (type == TYPE_L)
2066 x2 = cx + TILE_SIZE;
2067 else if (type == TYPE_R)
2068 x1 = cx;
2069 else if (type == TYPE_T)
2070 y2 = cy + TILE_SIZE ;
2071 else if (type == TYPE_B)
2072 y1 = cy;
2073
2074 draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg);
2075 }
2076
2077 if (fg != -1) draw_sym(dr, ds, x, y, which, fg);
2078}
2079
2080static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes,
2081 int x, int y, unsigned long flags)
2082{
2083 int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100;
2084 int which = flags & DS_WHICH_MASK;
2085
2086 flags &= ~DS_WHICH_MASK;
2087
2088 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
2089
2090 if (flags & DS_CURSOR)
2091 bg = COL_CURSOR; /* off-white white for cursor */
2092 else if (which == POSITIVE)
2093 bg = COL_POSITIVE;
2094 else if (which == NEGATIVE)
2095 bg = COL_NEGATIVE;
2096 else if (flags & DS_SET)
2097 bg = COL_NEUTRAL; /* green inner for neutral cells */
2098 else
2099 bg = COL_LOWLIGHT; /* light grey for empty cells. */
2100
2101 if (which == EMPTY && !(flags & DS_SET)) {
2102 int notwhich = -1;
2103 fg = -1; /* don't draw cross unless actually set as neutral. */
2104
2105 if (flags & DS_NOTPOS) notwhich = POSITIVE;
2106 if (flags & DS_NOTNEG) notwhich = NEGATIVE;
2107 if (flags & DS_NOTNEU) notwhich = NEUTRAL;
2108 if (notwhich != -1) {
2109 which = notwhich;
2110 fg = COL_NOT;
2111 }
2112 } else
2113 fg = (flags & DS_ERROR) ? COL_ERROR :
2114 (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND;
2115
2116 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
2117
2118 if (flags & DS_FLASH) {
2119 int bordercol = COL_HIGHLIGHT;
2120 draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc);
2121 perc = 3*perc/4;
2122 }
2123 draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc);
2124
2125 draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
2126}
2127
2128
2129static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2130 game_state *state, int dir, game_ui *ui,
2131 float animtime, float flashtime)
2132{
2133 int x, y, w = state->w, h = state->h, which, i, j, flash;
2134 unsigned long c = 0;
2135
2136 flash = (int)(flashtime * 5 / FLASH_TIME) % 2;
2137
2138 if (!ds->started) {
2139 /* draw background, corner +-. */
2140 draw_rect(dr, 0, 0,
2141 TILE_SIZE * (w+2) + 2 * BORDER,
2142 TILE_SIZE * (h+2) + 2 * BORDER,
2143 COL_BACKGROUND);
2144
2145 draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT);
2146 draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT);
2147
2148 draw_update(dr, 0, 0,
2149 TILE_SIZE * (ds->w+2) + 2 * BORDER,
2150 TILE_SIZE * (ds->h+2) + 2 * BORDER);
2151 }
2152
2153 /* Draw grid */
2154 for (y = 0; y < h; y++) {
2155 for (x = 0; x < w; x++) {
2156 int idx = y*w+x;
2157
2158 c = state->grid[idx];
2159
2160 if (state->flags[idx] & GS_ERROR)
2161 c |= DS_ERROR;
2162 if (state->flags[idx] & GS_SET)
2163 c |= DS_SET;
2164
2165 if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible)
2166 c |= DS_CURSOR;
2167
2168 if (flash)
2169 c |= DS_FLASH;
2170
2171 if (state->flags[idx] & GS_NOTPOSITIVE)
2172 c |= DS_NOTPOS;
2173 if (state->flags[idx] & GS_NOTNEGATIVE)
2174 c |= DS_NOTNEG;
2175 if (state->flags[idx] & GS_NOTNEUTRAL)
2176 c |= DS_NOTNEU;
2177
2178 if (ds->what[idx] != c || !ds->started) {
2179 draw_tile(dr, ds, state->common->dominoes, x, y, c);
2180 ds->what[idx] = c;
2181 }
2182 }
2183 }
2184 /* Draw counts around side */
2185 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
2186 int target, count;
2187 for (i = 0; i < w; i++) {
2188 target = state->common->colcount[i*3+which];
2189 count = count_rowcol(state, i, COLUMN, which);
2190 c = 0;
2191 if ((count > target) ||
2192 (count < target && !count_rowcol(state, i, COLUMN, -1)))
2193 c |= DS_ERROR;
2194 if (count == target) c |= DS_FULL;
2195 if (c != ds->colwhat[i*3+which] || !ds->started) {
2196 draw_num(dr, ds, COLUMN, which, i, c,
2197 state->common->colcount[i*3+which]);
2198 ds->colwhat[i*3+which] = c;
2199 }
2200 }
2201 for (i = 0; i < h; i++) {
2202 target = state->common->rowcount[i*3+which];
2203 count = count_rowcol(state, i, ROW, which);
2204 c = 0;
2205 if ((count > target) ||
2206 (count < target && !count_rowcol(state, i, ROW, -1)))
2207 c |= DS_ERROR;
2208 if (count == target) c |= DS_FULL;
2209 if (c != ds->rowwhat[i*3+which] || !ds->started) {
2210 draw_num(dr, ds, ROW, which, i, c,
2211 state->common->rowcount[i*3+which]);
2212 ds->rowwhat[i*3+which] = c;
2213 }
2214 }
2215 }
2216
2217 ds->started = 1;
2218}
2219
2220static float game_anim_length(game_state *oldstate, game_state *newstate,
2221 int dir, game_ui *ui)
2222{
2223 return 0.0F;
2224}
2225
2226static float game_flash_length(game_state *oldstate, game_state *newstate,
2227 int dir, game_ui *ui)
2228{
2229 if (!oldstate->completed && newstate->completed &&
2230 !oldstate->solved && !newstate->solved)
2231 return FLASH_TIME;
2232 return 0.0F;
2233}
2234
4496362f 2235static int game_is_solved(game_state *state)
2236{
2237 return state->completed;
2238}
2239
72c00e19 2240static int game_timing_state(game_state *state, game_ui *ui)
2241{
2242 return TRUE;
2243}
2244
2245static void game_print_size(game_params *params, float *x, float *y)
2246{
2247 int pw, ph;
2248
2249 /*
2250 * I'll use 6mm squares by default.
2251 */
2252 game_compute_size(params, 600, &pw, &ph);
2253 *x = pw / 100.0F;
2254 *y = ph / 100.0F;
2255}
2256
2257static void game_print(drawing *dr, game_state *state, int tilesize)
2258{
2259 int w = state->w, h = state->h;
2260 int ink = print_mono_colour(dr, 0);
2261 int paper = print_mono_colour(dr, 1);
72c15821 2262 int x, y, which, i, j;
72c00e19 2263
2264 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2265 game_drawstate ads, *ds = &ads;
2266 game_set_size(dr, ds, NULL, tilesize);
2267 ds->w = w; ds->h = h;
2268
2269 /* Border. */
2270 print_line_width(dr, TILE_SIZE/12);
2271
2272 /* Numbers and +/- for corners. */
2273 draw_sym(dr, ds, -1, -1, POSITIVE, ink);
2274 draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink);
2275 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
2276 for (i = 0; i < w; i++) {
72c00e19 2277 draw_num_col(dr, ds, COLUMN, which, i, paper, ink,
72c15821 2278 state->common->colcount[i*3+which]);
72c00e19 2279 }
2280 for (i = 0; i < h; i++) {
72c00e19 2281 draw_num_col(dr, ds, ROW, which, i, paper, ink,
72c15821 2282 state->common->rowcount[i*3+which]);
72c00e19 2283 }
2284 }
2285
2286 /* Dominoes. */
2287 for (x = 0; x < w; x++) {
2288 for (y = 0; y < h; y++) {
2289 i = y*state->w + x;
2290 if (state->common->dominoes[i] == i+1 ||
2291 state->common->dominoes[i] == i+w) {
2292 int dx = state->common->dominoes[i] == i+1 ? 2 : 1;
2293 int dy = 3 - dx;
2294 int xx, yy;
2295 int cx = COORD(x), cy = COORD(y);
2296
2297 print_line_width(dr, 0);
2298
2299 /* Ink the domino */
2300 for (yy = 0; yy < 2; yy++)
2301 for (xx = 0; xx < 2; xx++)
2302 draw_circle(dr,
2303 cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
2304 cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
2305 TILE_SIZE/8, ink, ink);
2306 draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16,
2307 dx*TILE_SIZE - 2*(TILE_SIZE/16),
2308 dy*TILE_SIZE - 6*(TILE_SIZE/16), ink);
2309 draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16,
2310 dx*TILE_SIZE - 6*(TILE_SIZE/16),
2311 dy*TILE_SIZE - 2*(TILE_SIZE/16), ink);
2312
2313 /* Un-ink the domino interior */
2314 for (yy = 0; yy < 2; yy++)
2315 for (xx = 0; xx < 2; xx++)
2316 draw_circle(dr,
2317 cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
2318 cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
2319 3*TILE_SIZE/32, paper, paper);
2320 draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16,
2321 dx*TILE_SIZE - 2*(3*TILE_SIZE/32),
2322 dy*TILE_SIZE - 6*(TILE_SIZE/16), paper);
2323 draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32,
2324 dx*TILE_SIZE - 6*(TILE_SIZE/16),
2325 dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper);
2326 }
2327 }
2328 }
2329
2330 /* Grid symbols (solution). */
2331 for (x = 0; x < w; x++) {
2332 for (y = 0; y < h; y++) {
2333 i = y*state->w + x;
2334 if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET))
2335 draw_sym(dr, ds, x, y, state->grid[i], ink);
2336 }
2337 }
2338}
2339
2340#ifdef COMBINED
2341#define thegame magnets
2342#endif
2343
2344const struct game thegame = {
2345 "Magnets", "games.magnets", "magnets",
2346 default_params,
2347 game_fetch_preset,
2348 decode_params,
2349 encode_params,
2350 free_params,
2351 dup_params,
2352 TRUE, game_configure, custom_params,
2353 validate_params,
2354 new_game_desc,
2355 validate_desc,
2356 new_game,
2357 dup_game,
2358 free_game,
2359 TRUE, solve_game,
2360 TRUE, game_can_format_as_text_now, game_text_format,
2361 new_ui,
2362 free_ui,
2363 encode_ui,
2364 decode_ui,
2365 game_changed_state,
2366 interpret_move,
2367 execute_move,
2368 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2369 game_colours,
2370 game_new_drawstate,
2371 game_free_drawstate,
2372 game_redraw,
2373 game_anim_length,
2374 game_flash_length,
4496362f 2375 game_is_solved,
72c00e19 2376 TRUE, FALSE, game_print_size, game_print,
2377 FALSE, /* wants_statusbar */
2378 FALSE, game_timing_state,
2379 REQUIRE_RBUTTON, /* flags */
2380};
2381
2382#ifdef STANDALONE_SOLVER
2383
2384#include <time.h>
2385#include <stdarg.h>
2386
2387const char *quis = NULL;
2388int csv = 0;
2389
2390void usage(FILE *out) {
2391 fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis);
2392}
2393
2394void doprint(game_state *state)
2395{
2396 char *fmt = game_text_format(state);
2397 printf("%s", fmt);
2398 sfree(fmt);
2399}
2400
2401static void pnum(int n, int ntot, const char *desc)
2402{
2403 printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc);
2404}
2405
2406static void start_soak(game_params *p, random_state *rs)
2407{
2408 time_t tt_start, tt_now, tt_last;
2409 char *aux;
2410 game_state *s, *s2;
2411 int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i;
2412 long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0;
2413
2414 tt_start = tt_now = time(NULL);
2415
2416 if (csv)
2417 printf("time, w, h, #generated, #solved, #tricky, #impossible, "
2418 "#neutral, #neutral/solved, #neutral/tricky\n");
2419 else
2420 printf("Soak-testing a %dx%d grid.\n", p->w, p->h);
2421
2422 s = new_state(p->w, p->h);
2423 aux = snewn(s->wh+1, char);
2424
2425 while (1) {
2426 gen_game(s, rs);
2427
2428 nn = 0;
2429 for (i = 0; i < s->wh; i++) {
2430 if (s->grid[i] == NEUTRAL) nn++;
2431 }
2432
2433 generate_aux(s, aux);
2434 memset(s->grid, EMPTY, s->wh * sizeof(int));
2435 s2 = dup_game(s);
2436
2437 ret = solve_state(s, DIFFCOUNT);
2438
2439 n++;
2440 nn_total += nn;
2441 if (ret > 0) {
2442 nsolved++;
2443 nn_solved += nn;
2444 if (solve_state(s2, DIFF_EASY) <= 0) {
2445 ntricky++;
2446 nn_tricky += nn;
2447 }
2448 } else if (ret < 0) {
2449 char *desc = generate_desc(s);
2450 solve_from_aux(s, aux);
2451 printf("Game considered impossible:\n %dx%d:%s\n",
2452 p->w, p->h, desc);
2453 sfree(desc);
2454 doprint(s);
2455 nimpossible++;
2456 }
2457
2458 free_game(s2);
2459
2460 tt_last = time(NULL);
2461 if (tt_last > tt_now) {
2462 tt_now = tt_last;
2463 if (csv) {
2464 printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n",
2465 (int)(tt_now - tt_start), p->w, p->h,
2466 n, nsolved, ntricky, nimpossible,
2467 nn_total, nn_solved, nn_tricky);
2468 } else {
2469 printf("%d total, %3.1f/s, ",
2470 n, (double)n / ((double)tt_now - tt_start));
2471 pnum(nsolved, n, "solved"); printf(", ");
2472 pnum(ntricky, n, "tricky");
2473 if (nimpossible > 0)
2474 pnum(nimpossible, n, "impossible");
2475 printf("\n");
2476
2477 printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n",
2478 (double)(nn_total * 100) / (double)(p->w * p->h * n),
2479 (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved),
2480 (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky));
2481 }
2482 }
2483 }
2484 free_game(s);
2485 sfree(aux);
2486}
2487
2488int main(int argc, const char *argv[])
2489{
2490 int print = 0, soak = 0, solved = 0, ret;
2491 char *id = NULL, *desc, *desc_gen = NULL, *err, *aux = NULL;
2492 game_state *s = NULL;
2493 game_params *p = NULL;
2494 random_state *rs = NULL;
2495 time_t seed = time(NULL);
2496
2497 setvbuf(stdout, NULL, _IONBF, 0);
2498
2499 quis = argv[0];
2500 while (--argc > 0) {
2501 char *p = (char*)(*++argv);
2502 if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) {
2503 verbose = 1;
2504 } else if (!strcmp(p, "--csv")) {
2505 csv = 1;
2506 } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2507 seed = atoi(*++argv);
2508 argc--;
2509 } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) {
2510 print = 1;
2511 } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
2512 soak = 1;
2513 } else if (*p == '-') {
2514 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2515 usage(stderr);
2516 exit(1);
2517 } else {
2518 id = p;
2519 }
2520 }
2521
2522 rs = random_new((void*)&seed, sizeof(time_t));
2523
2524 if (!id) {
2525 fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]);
2526 goto done;
2527 }
2528 desc = strchr(id, ':');
2529 if (desc) *desc++ = '\0';
2530
2531 p = default_params();
2532 decode_params(p, id);
2533 err = validate_params(p, 1);
2534 if (err) {
2535 fprintf(stderr, "%s: %s", argv[0], err);
2536 goto done;
2537 }
2538
2539 if (soak) {
2540 if (desc) {
2541 fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis);
2542 goto done;
2543 }
2544 start_soak(p, rs);
2545 goto done;
2546 }
2547
2548 if (!desc)
2549 desc = desc_gen = new_game_desc(p, rs, &aux, 0);
2550
2551 err = validate_desc(p, desc);
2552 if (err) {
2553 fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
72c00e19 2554 goto done;
2555 }
2556 s = new_game(NULL, p, desc);
2557 printf("%s:%s (seed %ld)\n", id, desc, seed);
2558 if (aux) {
2559 /* We just generated this ourself. */
2560 if (verbose || print) {
2561 doprint(s);
2562 solve_from_aux(s, aux);
2563 solved = 1;
2564 }
2565 } else {
2566 doprint(s);
2567 verbose = 1;
2568 ret = solve_state(s, DIFFCOUNT);
2569 if (ret < 0) printf("Puzzle is impossible.\n");
2570 else if (ret == 0) printf("Puzzle is ambiguous.\n");
2571 else printf("Puzzle was solved.\n");
2572 verbose = 0;
2573 solved = 1;
2574 }
2575 if (solved) doprint(s);
2576
2577done:
2578 if (desc_gen) sfree(desc_gen);
2579 if (p) free_params(p);
2580 if (s) free_game(s);
2581 if (rs) random_free(rs);
2582 if (aux) sfree(aux);
2583
2584 return 0;
2585}
2586
2587#endif
2588
2589/* vim: set shiftwidth=4 tabstop=8: */